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| 1 | 1.0 _____________ EQUIPMENT PARTS - CURRENTLY AVAILABLE | |
| 2 | 2.0 _____________ ARCHIVED EQUIPMENT PARTS | |
| 3 | 3.0 _____________ TOOLS/MISC - CURRENTLY AVAILABLE | |
| 4 | 4.0 _____________ ARCHIVED TOOL PARTS | |
| 5 | 5.0 _____________ GRAFTS | |
| 6 | 6.0 _____________ AUGMENTS | |
| 7 | Currently buying goods at: Mellam (Festival) | |
| 8 | ||
| 9 | ||
| 10 | **** EQUIPMENT PARTS - CURRENTLY AVAILABLE **************************************************************** 1.0 | |
| 11 | ||
| 12 | EQUIPMENT Parts are removed from your equipped Parts when broken. | |
| 13 | Limit of 2 Equipment Parts for all characters. | |
| 14 | ||
| 15 | [AED] | ARMS/TORSO | Effect changes based upon location. Does not take up an Equipment slot. | 5 EJ + 1 Capacitor | |
| 16 | In ARMS location, Action/1/0 | Repair the Heart of a target within range. Break this Part after use. | |
| 17 | In TORSO location, Damage/0/S | You may use this maneuver when you receive damage. Your Heart is not broken as a result of that attack. Break this Part after use. | |
| 18 | An electronic device designed to treat a damaged Heart. In certain war torn regions, these are considered almost necessary for survival. | |
| 19 | ||
| 20 | [Bottled Blessing] = | ANY | Action/1/0~1 | 5 EJ x1 / 10 EJ x3 | |
| 21 | Add a +2 bonus to the target's next Check. Effect does not stack with other [Bottled Blessing] maneuvers. Break this Part after use. | |
| 22 | Bottle containing minty green jam, infused with spirits of good fortune. Works just as well when thrown at a target as when consumed. Though then you don't get to eat it. | |
| 23 | ||
| 24 | [Bottled Curse] | ANY | Action/1/0~1 | 5 EJ x1 / 10 EJ x3 | |
| 25 | Add a -2 penalty to the target's next Check. Effect does not stack with other [Bottled Curse] maneuvers. Break this Part after use. | |
| 26 | - | Bottle containing a bitter purple jam, infused with spirits of ill fortune. Fortunately, works just as well when thrown at a target as consumed. |
| 26 | + | Bottle containing bitter purple jam, infused with spirits of ill fortune. Fortunately, works just as well when thrown at a target as consumed. |
| 27 | ||
| 28 | [Degraded Power Cell] | ANY | Rapid/2/0~1 | 5 EJ + 1 Capacitor x2 | |
| 29 | At the start of a Round of combat, you may declare this Part at Auto timing for +1 Max AP until this Part is broken. At the end of combat, break this Part. | |
| 30 | At Action timing, you may declare Blast Attack 2 + Explosive. As part of the Cost, break this Part. | |
| 31 | An old power cell component, too damaged to be put to any lasting use. It still holds one more charge, and the casing is rather fragile. | |
| 32 | ||
| 33 | [Sleep Colored Firework] | ANY | Rapid/1/0~1 | 10 EJ x4 | |
| 34 | All enemies in the zone receive -1 to their next Attack Check. Break this Part after use. | |
| 35 | Special alchemical fireworks that burn with strange colors normally only seen in sleep. Disruptive, disorienting, and prohibited from use during regular festival displays. | |
| 36 | ||
| 37 | [Flashlock] | ARMS | Rapid/1/0~1 | 10 EJ x1 / 15 EJ x2 / 20 EJ x3 | |
| 38 | The target receives -2 to its next Attack or Escape Check. Break this Part after use. | |
| 39 | A damaged stun grenade converted into a pistol. Crude, but effective when pointed at an enemy's face. | |
| 40 | ||
| 41 | [Grappling Hook] | ANY | Action/3/0~2 | 10 EJ | |
| 42 | Move 1. Break this Part after use in combat. | |
| 43 | A hook with rope, useful for climbing difficult surfaces. May also be used to pull other targets, though hardly designed for such. | |
| 44 | ||
| 45 | [Punch Volt] | ARMS/LEGS | Action/1/0 | 5 EJ + 1 Capacitor | |
| 46 | Unarmed Attack 1 + Stagger. Break this Part after successfully hitting a target. | |
| 47 | A fist weapon meant for self defense. When striking an opponent, the capacitor within discharges to stun and disorient them. | |
| 48 | ||
| 49 | [Thunderbolt] | ANY | Rapid/3/0~2 | 10 EJ + 1 Power Cell | |
| 50 | Blast Attack 3 + Explosive. Break this Part after use. | |
| 51 | An electrical javelin made with a combination of Pilgrim and Grafter techniques. Around a quarter of them detonate in the construction process, making them nearly as dangerous to the creator as the target. | |
| 52 | ||
| 53 | **** ARCHIVED EQUIPMENT PARTS ***************************************************************************** 2.0 | |
| 54 | ||
| 55 | [Sealed Case] | ARMS | Damage/*/Self | | |
| 56 | Defend 1 + Negate Explosive. As the Cost of this Maneuver, break this Part, then replace it with ??? | |
| 57 | A sealed case discovered in a ruin. Its contents are unknown, and it will have to be broken open to access them. | |
| 58 | ||
| 59 | [Shell Plate] | ANY | Damage/0/0 | | |
| 60 | Defend 1. This Maneuver may be used up to 3 times in total before this Part breaks. You may change this Part's effect to Defend 1 + Negate Explosive. If you do, break this Part immediately. | |
| 61 | An old shield made from a burdenbeetle shell. Somewhat protective, but not exceptionally sturdy. | |
| 62 | ||
| 63 | ||
| 64 | **** ARCHIVED TOOLS/MISC - CURRENTLY AVAILABLE **************************************************************** 3.0 | |
| 65 | TOOL Items are not equipped as Parts, typically giving bonuses to [Applied] or [Knowledge] Skill Checks. Only one Tool with a given name may be applied to a Skill Check. | |
| 66 | MISC Items are not equipped as Parts, and are typically expended after use. | |
| 67 | ||
| 68 | ||
| 69 | [Basic Preservation Kit] | 5 EJ | |
| 70 | Retain up to 1 extra Basic Part repair after battle for later use. | |
| 71 | A cleaning kit that includes a canister for preserving food from the elements, now repurposed for medical uses. Still smells faintly of pickled vegetables. | |
| 72 | ||
| 73 | [Botany Guide] | 20 EJ | |
| 74 | When making a Gather roll relating to plants, you may add +1 to a die result. | |
| 75 | A thin but heavily annotated journal marked with the name "Bluebell". In addition to a number of detailed color illustrations and descriptions of plants, it also notes flavors and use cases, some of which appear to be spiritual in nature. | |
| 76 | ||
| 77 | [Chef's Kit] | 35 EJ | |
| 78 | When making an [Applied] Cook roll, you may add +1 to a die result. | |
| 79 | A pot, skillet, pouches for spices, and various cooking utensils. Everything needed for preparing proper meals on the road. | |
| 80 | ||
| 81 | [Medicinal Herbs] | 5 EJ x2 | |
| 82 | When making an [Applied] Treat roll, you may add +2 to a die result. Afterward, expend this item. | |
| 83 | Bundled plants known to improve wound healing, act as antidotes to poisons, and even treat stomach aches. | |
| 84 | ||
| 85 | [Spice] | 5 EJ x3 | |
| 86 | When making an [Applied] Cook roll, you may add +2 to a die result. Afterward, expend this item. | |
| 87 | Fragrant nuggets of various flavors which can be finely ground as seasoning. Used with care, they can make almost any dubious meal taste edible, and many already tolerable dishes better. Attempting to eat one of the nuggets on its own is said to be a regrettable experience, however. | |
| 88 | ||
| 89 | [Wiring Tools] | 35 EJ | |
| 90 | When making an [Applied] Wire roll, you may add +1 to a die result. | |
| 91 | Screwdrivers, pliers, wire cutters... proper kit for an engineer. | |
| 92 | ||
| 93 | ||
| 94 | **** ARCHIVED TOOLS/MISC ***************************************************************************** 4.0 | |
| 95 | ||
| 96 | ||
| 97 | **** GRAFTS ***************************************************************************** 5.0 | |
| 98 | ||
| 99 | GRAFTS are exclusive to Grafter Archetype characters. A Grafter may have up to 2 Graft parts. | |
| 100 | Graft Parts are removed from the character's sheet when broken. | |
| 101 | Grafts with the [Shatter] property may be broken when used to modify their maneuvers effects. | |
| 102 | ||
| 103 | [Eye Vine] | ANY | Check/0/0 | |
| 104 | Support 1 or Hinder 1. | |
| 105 | Shatter: Increase the value of this maneuver by 1. | |
| 106 | Peculiar symbiotic plants cultivated by Malady, known to give significantly improved vision around one's body. | |
| 107 | ||
| 108 | [Hammerhead] | HEAD | Auto/1/0 | |
| 109 | Once per Round, you may declare this maneuver when you are affected by a Move maneuver. If the Move is successful, make an Unarmed Attack 1 + Stagger at a target in the destination Zone with the Move maneuver's timing. For 1 Count after activating this maneuver, you may not declare maneuvers with timings other than Auto. | |
| 110 | Shatter: When declaring this Maneuver, increase the base damage by 2. | |
| 111 | A hefty skull plate, designed for ramming. Be mindful of any head and neck trauma that may result. | |
| 112 | ||
| 113 | Hunter's Blind Eye | ANY | Check/1/0 | |
| 114 | Support 1 or Hinder 2. | |
| 115 | Shatter: Increase the Support/Hinder value by 1. You may declare this at any point during the same Check resolution. | |
| 116 | - | Eye of a great Guardian mechbeast. Though no longer in top condition, it still bears the beast's grudge within. |
| 116 | + | The eye of a great Guardian mechbeast. Though no longer in top condition, it still bears the beast's grudge within. |
| 117 | ||
| 118 | [Latching Maw] HEAD/ARMS [Action/2/0] Unarmed Attack 1 + Latch. If the location containing this Part receives damage, any ongoing Latch effect ends. You may only apply Latch to one target at a time. | |
| 119 | Mouth of a Vesegra, designed for clinging to food. While capable enough of inconveniencing an enemy, it may well draw their ire. | |
| 120 | ||
| 121 | ||
| 122 | **** AUGMENTS ***************************************************************************** 6.0 | |
| 123 | ||
| 124 | AUGMENTS are slotted into a Pilgrim's Heart, and cease functioning (but are not broken) when that character's Heart is damaged. | |
| 125 | ||
| 126 | [Heart of a Tamer] - Grants the following skills: | |
| 127 | - Two to Tango | Action/3/0 | Move 1. Both you and a target in range are affected by this maneuver. You may not use this maneuver on yourself. You may only use this maneuver once per round. | |
| 128 | - Improv | Auto/1/S | Once per round, you may use this skill for free. You may use Supports as Hinders and Hinders as Supports. | |
| 129 | - <Synchronization: P4's Epitaph> Bonds of Steel | Damage/1/0~1 | You may only use this Maneuver when you or an ally would receive damage. Defend 1 and swap places with that ally. The target of the Attack is also swapped. This does not count as a Movement Maneuver. | |
| 130 | An augment which once belonged to the engineer Farah, her bones laid to rest in a forgotten ruin like so many of her kind. Farah adored P-4, and it imprinted upon her in turn. As others succumbed, the pair only grew closer, until at last her tragic end arrived. | |
| 131 | ||
| 132 | [Heart of a Programmer] - Grants the following skills: | |
| 133 | - Remote Executable | Check/0/0~2 | Target an ally within range. Treat the target as the origin point for another Check timing maneuver you own. You still pay the Cost of that Maneuver. | |
| 134 | - Crash | Damage/1/S | You may only use this Maneuver when you deal damage. Increase the damage by 1 and add [Stagger] to the attack. Deals an additional +1 damage to [Mechbeast], [Machine], and [Pilgrim] targets. | |
| 135 | - <Locked: User Synchronization Required> | |
| 136 | Description pending. | |
| 137 | ||
| 138 | [Heart of a Surgeon] - Grants the following skills | |
| 139 | - Spot Weakness | Rapid/1/0~1 | You may use this Maneuver only when a target within range declares an Attack Maneuver. The next Attack Maneuver declared against that target has +1 its die roll and damage. | |
| 140 | - Bloodbath | Damage/0/0 | You may use this maneuver only when a target within range receives damage. Repair two Basic Parts of a different target within range. | |
| 141 | - <Locked: User Synchronization Required> | |
| 142 | Description pending. |